var status = -1;
var selectionLog = [];

function start() {
    action(1, 0, 0)
}

function action(e, c, b) {
    if (status == 0 && e == 0) {
        cm.dispose();
        return
    }
    status++;
    selectionLog[status] = b;
    var a = -1;
    if (status <= a++) {
        cm.dispose()
    } else {
        if (status === a++) {
            cm.curNodeEventEnd(true);
            cm.eventSKill(0);
            var d = em.getMonster(9400070);
            d.setSize(300);
            cm.getMap().spawnMonsterOnGroundBelow(d, new java.awt.Point(463, -1105));
            cm.setInGameDirectionMode(true, false, true);
            cm.fieldEffect_InsertCanvas(1, 255, 0, 0, 0, 0, 0);
            cm.inGameDirectionEvent_AskAnswerTime(1200);
            cm.curNodeEventEnd(true)
        } else {
            if (status === a++) {
                cm.fieldEffect_InsertCanvas(0, 0, 0, 0, 0, 1000, 0);
                cm.inGameDirectionEvent_AskAnswerTime(1400)
            } else {
                if (status === a++) {
                    cm.inGameDirectionEvent_PushScaleInfo(1500, 0, 1500, 1000, 525, -1200)
                } else {
                    if (status === a++) {
                        cm.inGameDirectionEvent_AskAnswerTime(3000)
                    } else {
                        if (status === a++) {
                            cm.sendNormalTalk_Bottom("嗯……东西好像在那家伙身上。", 57, 0, false, true)
                        } else {
                            if (status === a++) {
                                cm.inGameDirectionEvent_PushScaleInfo(1500, 0, 1000, 1000, 400, -235)
                            } else {
                                if (status === a++) {
                                    cm.inGameDirectionEvent_AskAnswerTime(3000)
                                } else {
                                    if (status === a++) {
                                        cm.sendNormalTalk_Bottom("因为有周围的妖鬼在，不好靠近。有没有可以不引起战斗的法子呢……", 57, 0, false, true)
                                    } else {
                                        if (status === a++) {
                                            cm.inGameDirectionEvent_AskAnswerTime(2000)
                                        } else {
                                            if (status === a++) {
                                                cm.inGameDirectionEvent_PushMoveInfo(1, 0, 0, 0)
                                            } else {
                                                if (status === a++) {
                                                    cm.eventSKill(0);
                                                    cm.setInGameDirectionMode(false, true, false);
                                                    cm.dispose()
                                                }
                                            }
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }
    }
};